Can you use the Kinect for Xbox for Kinect Fusion? - windows

I have a Kinect for Xbox that I would like to use for Kinect Fusion, but it doesn't recognize the sensor when it is plugged in. Would I need a Kinect for Windows to be able to use Kinect Fusion?

There is no problem running Kinect fusion with a Kinect for XBox, As far as I know theonly option that doesn't work on XBox version is near mode, but that's not required for fusion.
In case your card does not support DirectX11 you will not be able to use hardware acceleration tho, so in c# you need to use the following flag :
ReconstructionProcessor ProcessorType = ReconstructionProcessor.Cpu;
instead of
ReconstructionProcessor ProcessorType = ReconstructionProcessor.Amp;
Also make sure to copy binaries in the same folder as your executable (eg: KinectFusion180_32.dll or 64 bits version to your convenience).
That's more or less it, it just works )

Related

How can I use Kinect 360 with Windows?

I am trying to connect Kinect 360 with Windows.
What I try:
I try to connect it with Windows 10 (64-bit) and Windows 8.1 (64-bit) (both ware host OS).
I downloaded and Installed the Software Development Kit (SDK).
I downloaded and installed the Kinect for Windows SDK v1.8.
I downloaded and installed the Kinect for Windows Developer Toolkit v1.8.
Then, I plug the Kinect 360 in the electric power and connect it with my Lap Top using the USB 3. I am using a power supply adapter cable for Xbox 360 Kinect Sensor (see the picture below).
As a result, no new hardware ware listed in the Device Manager like no new microphone, no new camera, no new unknown devices.
BTW I am not sure if the Kinect hardware is working at all. I don't know how to check it - there aren't any lighting lights on it. I did some research, but I didn't see any lights on working Kinect 360 on youtube videos. So I don't know how to test whether the Kinect is working (without connecting it with XBOX).
I want to connect the Kinect sensor with the PC machine because I need to do some tests. If there are other solutions with another OS (like Linux-based or MAC OS), I can try it too.
there was the same problem, it shows up as a microphone, I thought the problem was in the kinect itself (I thought it was broken) so it lay on the shelf for 2 years. I updated my PC 4 months ago and it turned out that there is usb 3.0 on my old motherboard, but it is not supported (perhaps 3.2 is needed for it). Now kinect works fine and is being determined

Kinect device not found in device manager

When i go to my device manager i can't see my kinect device. I
downloaded the kinect SDK 1.6.
The "Kinect for Windows Device" that is supposed to show up there is the motor in the base of the Kinect, used for tilting the device up and down. While theoretically you don't need it, its absence in the Device Manager may be a curiosity that heralds trouble.
On two occasions where I and a friend have had similar problems (I was missing the Camera, and he was missing the Audio Array), we found the power plug to be the culprit. Make sure everything is connected properly. Try moving to a different the USB port and/or restarting the computer.
That said, what appears in the Device Manager does depend on your specific configuration. My Device Manager, on Win 8 x64 with the SDK 1.6 and an X-box Kinect, shows 4 nodes: the three that you have, plus the "Kinect for Windows Device." 'Meet the Kinect' by Kean, Hall and Kerry says you would have a "Microsoft Kinect Device", a "Microsoft Kinect Camera" and a "Microsoft Kinect Audio Array Control;" no "Security Control." Webb and Ashley's 'Beginning Kinect Programming...' shows the three nodes that you have as the correct ones, plus a "Kinect USB Audio" node under "Sound, video and game controllers."
So really, if your device works, don't worry.
Your screenshot is as it should be. You have the audio array listed and the cameras, which is all the Kinect is... a microphone and a pair of cameras. All the other "magic" is done on the software end, within the SDK.
You are not missing anything and should be able to develop applications with the Kinect.

Kinect for Windows - PC Incompatibility

I'm working for an University of Applied Sciences and we want to buy some Kinects together with some PCs for future research as well as student projects and we are currently in a stage where we want to define which hardware to use.
We have a Kinect for Windows sensor and we are testing it with a Dell PC (Inspiron 15r 7520; Windows7 64bit, Intel i5-3210M #2.5GHz; 6GB RAM; USB 3.0).
We installed all the drivers for the 1.6 Version of the Kinect SDK but the PC only detects the Kinect camera once in a while.
In the device manger the "Kinect for windows Audio Array Control" and the "Kinect for Windows Security Control" show up but the "Kinect for Windows" Camera only shows up once in a while. If we plug and unplug the Kinect 10 (or 20 or 30 or 5) times the Camera is not detected 9 times. Then suddenly the camera is detected once and we are able to use it.
The next time we have to plug and unplug the camera 20 or 30 (or 2 or 5 or 10) times until the Camera is detected again. Then, we can plug and unplug the Camera 5 or 6 times and it is detected every single time.
Every time the camera is not detected a Windows USB Information (yellow triangle) pops up stating that a USB device was not detected.
We are quite sure that the Kinect sensor is not the problem because it works on 5 other PC without any problems. Then we thought about an USB Controller problem but after replacing the Mainboard and the USB Controller of the PC the error persists.
Are there any known PC - Kinect incompatibilities or can anybody think of a reason for this strange behavior?
Any help is greatly appreciated.
I'm not sure whether this includes recognising the camera, but there are known issues with certain USB host controllers and version 1.6. If you haven't already, take a look at this MSDN page under the "USB host controller compatibility" subheading.
It does mention two USB 3.0 controllers which are known to have issues. If you are using either the "Etron USB 3.0 Extensible Host Controller" or the "Renesas Electronics USB 3.0 Controller" you might have your answer.

Run official Kinect SDK on iMac

I would like to create my Kinect development environment and am contemplating using iMac as the box with Windows 7 installed as dual boot and/or parallels.
Has anyone tried this configuration earlier and does it work?
Running Bootcamp(dual boot) works with windows 7/8 Parallels does not.
I have a macpro 1,1 and a mac air both work with bootcamp(dual boot).
The only thing that could cause it not to work is the USB configuration. Kinect requires that it be connected to a USB host controller and not a hub. I believe all of the iMac's USB ports are host ports so I don't believe this to be an issue. If you use the Kinect Sensor Chooser control built into the WPFViewers sample app it will tell you if that particular problem arises (insufficient bandwidth).
Parallels will not work with the SDK at the time of this writing due to driver. Kinect is not an official USB device and the driver requires direct communication with the Kinect. I hoped that this would be resolved with the official Kinect for Windows hardware but alas it was not.
You might want to look at native OSX Kinect development using OpenKinect
http://openkinect.org/wiki/Getting_Started
If you don't want to have to write all the image processing code yourself, and are working in C#, you could start with the Accord library:
http://accord-net.origo.ethz.ch/

OpenCV 2.3 (C++,QtGui), Problem Initializing some specific USB Devices and Setups

I'm playing around with OpenCV since a while and I found some strange behavior of some specific capturing devices (PS3 Eye, Logitech C940, iSight) even on different Platforms.
Using OpenCV in Windows: All cams mentioned above work well. But when I want to use 2 cams and therefore create a second capture it will depend on the devices that I use in my Dual Cam Setup.
PS3 Eye + C940: no problems
2x C940: no problems
2x PS3 Eye: No chance, only the specific device that was connected first will initialize. The other PS3 Eye cannot be used the same time...No error events and no information about the problem is shown.
Now using OpenCV in MacOSX 10.7 (same for 10.6.x) there's different problems using the same devices and even the same QtGui-Application with 2 independent GLWidgets for displaying cv output in the QtGui.
Every Setup is great as long as it doesn't use a PS Eye in Mac OS. I tried macam and several other tools, but I just cannot get OpenCV to init this cam in OSX (I bought 3 for my project so hardware probs not very likely).
I'm still wondering where the problem is...Maybe 2 PS Eye's would work in OSX if a single one did? I can't tell.
I can even capture from 2x Logitech FULL HD Webcams simultaniously with nice performance.
Any Idea where Limitation could be with Dual PS Eye in Windows? Perhaps USB? And why can't OpenCV in OSX Capture from PSEye but macam can access the cam?
I just want to understand what's happening. Perhaps anyone of you found a way to use at least a singe PS Eye in OSX? Or is this just not possible? Can't opencv somehow use the macam component?
Video capturing is very platform-dependent area. So difference between Windows and OS X is rather expected than wondering. OpenCV utilizes a lot of video capturing APIs to support as many device models as possible. At the moment (OpenCV 2.3.1) it uses following libs/APIs on the back-end:
Windows:
DirectShow (thought VideoInput library)
Microsoft's Video for Windows (VfW) API
CMU 1394 Digital Camera Driver
Matrox Imaging Library (MIL) (opt)
OpenNI camera drivers (opt)
XIMEA API for XIMEA devices (opt)
Linux:
libdc1394 (API v1 or API v2) - IIDC standard compliant cameras (opt)
PvAPI for Prosilica GigE Vision cameras (opt)
unicap - The uniform API for image acquisition devices (opt)
video4linux (V4L or V4L2) (opt)
OpenNI camera drivers (for Kinect) (opt)
XINE (opt)
XIMEA API for XIMEA devices (opt)
OS X:
QuickTime (opt)
QTKit (if no QuickTime, these two are mutually exclusive in OpenCV)
OpenNI camera drivers (opt)
XIMEA API for XIMEA devices (opt)
Android:
builtin Android camera
* (opt) - these interfaces are optional - can be turned on or off during the OpenCV build and may require some additional SDK.
About PS3 Eye - on Windows, it is most probably some limitation of VideoInput library or installed driver. On OS X - first, ensure that your OpenCV is built with QuickTime support. And second, ensure that macam.component is correctly installed into the QuickTime. Here is a quote from their FAQ:
Why can't I use my webcam with other applications?
You can. Please copy the macam.component into the
/Library/QuickTime/ directory (for access by all users on the system)
or into the ~/Library/QuickTime/ (for access by only that user). If
you have a previous copy, please delete it first. A restart is usually
not needed, but if you have trouble, it's a good thing to try. To
verify that your installation works, test with a simple program such
as HackTVCarbon, VideoViewer, or BTV.

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